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Boots, Waterproof. These thick boots are made of tough, water-resilient hide treated with waterproofing oil. The wearer tucks his trousers inside the boots, then ties them near the knees with a leather drawstring. The boots keep the feet dry, even when wading in water. Breathing Tube. This simple device helps a character function underwater. A breathing tube made of a hollow reed, about a foot long, strengthened with wax and treated with waterproofing oil. The user places the tube in his mouth, then submerges himself with the end of the tube protruding from the water. The tube enables the submerged user to breathe indefinitely. Camouflage Paint Kit. This compact leather case contains several cakes of greasepaint (in various shades of brown, green, yellow, and black), applicator brushes, a jar of paint removal cream, and a small mirror. Characters apply the paint to areas of exposed flesh to help them blend in with their surroundings +1 to hide checks. A kit contains 12 uses. Chain Leash. Made of chain links with a leather muzzle, this leash can be adjusted to fit any animal ranging in size from a small dog to a wolf. The length of the leash varies from 6-12 feet long. When using a properly fitted chain leash on an animal, a character receives a +1 bonus to his handle animal checks. Chain leashes are available in other sizes and lengths to fit larger and smaller animals. Falconry Gauntlet. Also called a perch glove, this is a heavy arm-length glove of thick leather upon which a falcon or hawk can perch. Falcon Training Equipment. This equipment makes falcon training more efficient. A character using the handle animal and is trying to train a falcon without this equipment suffers a -2 penalty to handle animal checks. One set is required for each falcon. Each set consists of jesses (leather bands with rings, attached to the falcon's legs), talon guards (metal coverings for the bird-s claws to prevent it from harming the owner during training), a creance (a slender leather leash attached to the jesses, held by the user or secured to the perch glove), and a hood (a leather covering fitting over the falcon-s head that restricts vision; the hood forces the falcon to rely on its senses of hearing, touch, and taste). Customized or richly appointed equipment, such as an embroidered hood or golden jesses, is also available, usually at double or triple the normal price. Fishing Tackle. This meticulously crafted set of polished wooden lures, colorful flies made of feathers and catgut cord, bone hooks, and cork bobbers can be quite useful in the hands of a skilled fisherman. If used by a character with the wilderness lore skill, the skill checks are modified by +1 when related to fishing. Insect Repellent. Applying this rare, minty cream over a character's face, arms, and other areas of exposed flesh repels bees, ants, and all other types of insects less than 1 Hit Die in size. One application wears off after 8 hours. A jar of insect repellent contains 12 applications. Poncho, Rain. A one-piece garment resembling a large cloak with a head-sized hole in the center, a poncho helps keep the wearer dry during rainstorms. Ponchos are made of canvas or similar material, often treated with waterproofing oil. A poncho can double as ground cover and can also be used as an emergency tent. Crude ponchos are sometimes woven from grass or reeds. Scent Lure. A scent lure is a pungent liquid used to attract animals in the wild. Each scent lure attracts a specific type of animal, usually woodland game such as deer, wolf, or fox; individual animals of the species find the odor irresistible. Sleeping Bag. More comfortable, but bulkier than blankets, the sleeping bag is made of two layers of canvas or wool, stuffed with down for warmth. The user slips inside the sleeping bag and secures the open side by fastening several buckles or tying a series of leather straps. Snowshoes. Each about three feet long, these oval-shaped wooden frames are laced with leather webbing to allow the wearer to walk across snow without sinking. A character newly introduced to wearing snowshoes moves at half his normal speed until he gets used to them. After a day or so of practice, he moves at his normal speed. A character wearing snowshoes receives no bonuses for charging in snow. Sun Goggles. Arctic or mountaineering sun goggles are made from solid wood. The wearer peers through two narrow slits. These reduce or eliminate the effects of dazzling lights, such as fatigue from traveling under very bright sun (for example, across deserts, or flat plains on cloudless days). Sun goggles also prevent snowblindness, where the eyes become swollen from exposure to bright sun reflecting off ice and snow. (Attack penalties for snowblindness vary from -1 to -4.) Sun goggles will not prevent blindness caused when a light spell is cast directly against the wearer's eyes. Sun goggles also reduce the field of vision; the wearer can't see above or below without moving his head. This may increase chances of being surprised or attacked from a blind side, at the DM's option. Sunburn Ointment. Characters risk damage from sunburn in any terrain during seasons of bright sunlight, not only in deserts, but also in the arctic, where the sun reflects off the ice and snow. If characters don't protect exposed flesh with scarves, mask, or other covering, they risk suffering 1 point of damage from sunburn per day. An application of sunburn ointment gives protection against sunburn for a full day. A jar of sunburn ointment contains 14 applications. Sunburn ointment gives no protection from magical or non-magical fire; it is ineffective against any source of damage other than the sun. Sunburn ointment is rare, found only in the best-stocked shops in large cities. Survival Kit. A character may strap this small leather pouch, about four inches on each side and an inch thick, around his thigh, upper arm, or anywhere else where it can remain concealed. The kit contains a number of small items useful in emergencies: a scrap of parchment and piece of graphite (for writing messages), a fish hook, a 25-foot length of fishing line on a spool, one gold piece (good for bribing guards), a small razor (for severing rope or inflicting 1 hit point of damage against captors), a wooden whistle (for signaling), a cloth pad (for making an emergency bandage), and a few pieces of sugar candy and dried fruit (for quick energy, or luring animals). Similar items may be substituted to customize individual kits. Tents. These portable shelters, usually made of canvas or tanned animal skin, provide shelter from the elements for weary travelers. They're easy to erect and light to carry. Here a few of the most popular small tents, suitable for one or two occupants: -- Bell Tent. This is one of the simplest tents, consisting of a single sheet of fabric arranged around a pole to form a cone. Ropes attached to stakes surrounding the bottom of the tent are pulled to stretch the fabric tight. Though quick to construct and easy to transport, bell tents don't provide much protection against strong winds. -- Wedge Tent. Also known as an A-frame tent or a wall tent, the wedge tent is built on a frame consisting of two vertical poles with a horizontal pole secured between them. The fabric is laid across the horizontal pole, then stretched with ropes attached to stakes. The wedge tent is somewhat sturdier than the bell tent, although like that tent, it provides only modest protection against severe weather. -- Pyramid Tent. Combining elements of both the bell and wedge tents, the pyramid tent frame is made of four vertical poles arranged in a square, with horizontal poles attached between them. A longer pole rises from the center of the square. The fabric extends from the center pole to form four slanting walls, secured with stakes. The sturdy pyramid tent resists light to moderate winds. -- Bundle Tent. Particularly useful in cold climates, the bundle tent consists of from six to eight ribs about five feet long, connected to each other by the tent covering. The covering consists of two layers of skin from a furry animal, such as a bear or caribou. The layers are arranged fur-side out, creating a pocket of air for extra insulation. The tent opens like an umbrella to form a domed shape or folds into a bundle. Tinderbox, Waterproof. This waterproof box contains flint and steel, along with a small supply of wood shavings for kindling. The box keeps the contents dry during a rainstorm or when submerged underwater. Once per round, a character can attempt to start a fire using these materials. A roll of 1 or 2 on a 1d8 is necessary to start a fire in normal, dry conditions. A 1 on a 1d8 is necessary if the area is damp; the DM may require more difficult rolls (for instance, a 1 on 1d12) in wet terrain, or may rule that a fire can't be started at all. Traps. These finely crafted metal traps can be set up in a matter of minutes. Two general types are available; both come in small (rabbit), medium (wolf), and large (bear) varieties. A character using either type of trap adds a +1 bonus to his wilderness lore checks involving trapping animals. -- Enclosing Trap. This type of trap resembles a box. It catches animals alive. Lured by edible bait or a shiny object, the animal enters the box and steps on a trigger which causes the front of the box to snap shut. -- Killing Trap. A killing traps has two metal jaws lined with sharp points. A small platform, which holds a lure, rests in between the jaws. The slightest pressure on the platform causes the jaws to snap shut, killing the animal. Weaponblack. When rangers or thieves apply this oily paste to their weapons or armor, it makes the metallic surfaces non-reflective and nearly invisible. It prevents them from having a – 1 penalty to hide checks with weapons drawn. A coat of weaponblack lasts until the character engages in melee combat, at which time enough of the substance flakes away to negate any camouflaging advantage. The substance is flammable; if lighted, a sword coated with the paste will become the equivalent of a flaming weapon for 2-5 rounds, and will also inflict 1d4 points of heat damage upon the wielder unless he is magically protected. A vial of weaponblack contains 1 application. This substance is uncommon and only available through shady under-the-counter dealing. Wilderness Harness. This device resembles a thick leather belt with straps that cross over the wearer's back. Both the belt and the straps contain a series of small pouches, useful for storing supplies, ammunition for missile weapons, and other materials. A secret compartment in the back section of the belt conceals a 6-inch-long flat knife (the knife comes with the harness; use dagger statistics). Butchering Kit. This kit has every thing you need to butcher an animal for quality meat and skin it without too much difficulty. An essential piece of equipment for a hunter or fur trapper. It includes a skinning knife, a knife for getting the meat of with ease and a handbook on the best parts of common animals (deer, bear, elk and game birds; as well as anything else a DM wants to include) to eat. Manual of Edible Plants, Animals and Mushrooms. A very useful book for any group of adventures without a druid to tell them what is dangerous to eat and what’s not. Unfortunately books like this are hard to come by in all but the largest of cities. Camp Cooking Supplies. Everything that you need to cook and eat a meal in the wilderness. It includes a small pot, a set of utensils, a mug, a plate, a bowl, and a skillet. They are made to be durable but light; the perfect combination for a traveler. Star Chart. This is a map of the stars in the sky. It is a necessity for anyone traveling by any large body of water without a compass. It is also frequently used by astronomers or any one else studying celestial events. This adds a +2 bonus to checks involving the sailor profession skill, as well as knowledge astronomy. Machete. A sword-like blade used for hacking through underbrush with relative ease. It has one major downside though, if anyone is tracking you they get a +5 bonus on their wilderness lore check to track you. In dire circumstances it can be used as a melee weapon use short sword statistics however it gets a –1 penalty to the damage roll when it strikes and there is a 10% chance that it breaks; ignore the damage penalty and break chance when used against plant foes.
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